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1 Subtier 7–8 Movanic Deva CR 10 All sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword. NG Medium outsider (angel , extraplanar , good ) Init +7; Senses darkvision 60 ft., detect evil , low-light vision; Perception +20 Aura protective aura (Su) 20ft R, +4 deflection bonus to AC vs evil, +4 resistance bonus on saves vs evil to anyone. Otherwise, it functions as a magic circle against evil effect and a lesser globe of inv u lnerability , both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block. Defense No spells of 3 rd level or lower can target anything inside the 20ft R globe Circle of protection from Evil 20ft R AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil ) hp 126 (12d10+60) Fort +12, Ref +11, Will +9; +4 vs. poison , +4 resistance vs. evil Defensive Abilities nature's pacifism, protected life force; DR 10/evil; Immune acid, cold , electricity, fire , death effects, energy drain, petrification; SR 21 Offense Speed 40 ft., fly 60 ft. (good) Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19–20 plus 1d6 fire ) Power Attack -4/+12 Cleave std (-2AC) Vital Strike std Spell-Like Abilities (CL 8th; concentration +12) Constant—detect evil (60ft cone) At will—aid (8 mins, +1 morale atk and saves vs fear, 1d8+8 temp HP) , discern lies (DC 18, close, 8 people within 30ft, conc), dispel evil (+4 deflec vs evil, melee touch dismisses DC19W [ends], touch auto dispel evil enchant [ends]), dispel magic (caster level vs DC), holy smite (DC 18, med, 20ft R burst, vs evil 4d8 and blind, vs neutral half dmg only), V1.4 Refuge of Time Page 1 of 30

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Page 1: pfsprep.compfsprep.com/.../1421195656_623_FT0_rt_stats.docx  · Web viewAs a full-round action, a creature with the trample ability can attempt to overrun any creature that is at

1 Subtier 7–8 Movanic Deva CR 10All sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.

NG Medium outsider (angel, extraplanar, good)Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +20Aura protective aura (Su) 20ft R, +4 deflection bonus to AC vs evil, +4 resistance bonus on saves vs evil to anyone. Otherwise, it functions as a magic circle against evil effect and a lesser globe of inv u lnerability , both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.Defense

No spells of 3rd level or lower can target anything inside the 20ft R globeCircle of protection from Evil 20ft RAC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil)hp 126 (12d10+60)Fort +12, Ref +11, Will +9; +4 vs. poison, +4 resistance vs. evilDefensive Abilities nature's pacifism, protected life force; DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21

OffenseSpeed 40 ft., fly 60 ft. (good)Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19–20 plus 1d6 fire)Power Attack -4/+12Cleave std (-2AC)Vital Strike std

Spell-Like Abilities (CL 8th; concentration +12)Constant—detect evil (60ft cone)

At will—aid (8 mins, +1 morale atk and saves vs fear, 1d8+8 temp HP), discern lies (DC 18, close, 8 people within 30ft, conc), dispel evil (+4 deflec vs evil, melee touch dismisses DC19W [ends], touch auto

dispel evil enchant [ends]), dispel magic (caster level vs DC), holy smite (DC 18, med, 20ft R burst, vs evil 4d8 and blind, vs neutral half dmg only), invisibility (self only, 8 minutes), plane shift (DC 19, 8 willing creatures move to another plane), remove curse (touch, caster level check vs DC), remove disease, (touch, caster level check vs DC),remove fear (touch, close, 3 creatures all within 30ft,+4 vs fear, auto suppresses),

7/day—cure serious wounds(3d8+8)

1/day—antimagic field (10ft R emanation, suppresses spells and effects in area, caster level vs Dc to dispel summons)

awaken, (bring a tree to life) holy aura (DC 22, 20ft R burst, 8 rds, +4 AC, +4 saves, SR25 vs evil, prot mental influence as prot evil, if melee attack vs you hits-Blinded)

Stats Str 19, Dex 17, Con 18, Int 17, Wis 17, Cha 19 - Base Atk +12; CMB +16; CMD 29

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Feats Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike

Skills Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +18, Survival +18; Racial Modifiers +4 Perception

Languages Celestial, Draconic, Infernal; truespeech

TACTICS During Combat

o The movanic deva stays between the entrance and its opponents, only moving toward its enemies if they attack at range.

o The deva uses its dispel magic spell-like ability against a weapon or spell that is capable of overcoming its damage reduction.

o It uses antimagic field as a last resort if intruders attempt to pass by with magic.

Morale The deva concedes the fight if brought below 25 hit points, and surrenders its sword to the victors.

Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.

Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.

Lesser Globe of Invulnerability An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe.

Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and re-turn to the globe without penalty.

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1 10-11 Advanced Monadic Deva CR 13This angel has smooth skin, a muscular body, large golden wings, and wields a large mace.NG Medium outsider (angel, aquatic, extraplanar, good)Init +10; Senses darkvision 60 ft., detect evil, low-light vision; Perception +33Aura protective aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block. DEFENSE

No spells of 3rd level or lower can target anything inside the 20ft R globeCircle of protection from Evil 20ft RAC 31, touch 16, flat-footed 25 (+6 Dex, +15 natural. +4 deflection vs. evil)HP 175 (14d10+98)Fort +17, Ref +15, Will +12; +4 vs. poison, +4 resistance vs. evilDR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR23

OFFENSESpeed 40 ft., fly 90 ft. (good)Melee +3 morningstar +24/+19/+14 (1d8+13 plus solid blow)

Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+13 points of damage.)

Power Attack -4/+12Cleave std (-2AC)Space 5 ft., Reach 5 ft.

Spell-Like Abilities (CL 10th; concentration +14) Constant-Detect Evil (60ft cone)

At will-Aid, (10 mins, +1 morale atk and saves vs fear, 1d8+10 temp HP)Charm Monster (DC 20; elementals only), Discern Lies (DC 20, close, 10 people within 30ft, conc), Dispel Evil (DC 21, touch), Dispel Magic, (caster level vs DC),Holy Smite (DC 20, med, 20ft R burst, vs evil 5d8 & blind, vs neutral half dmg only),Invisibility (self only),Plane Shift (DC 21, 8 willing creatures move to another plane),), remove curse (touch, caster level check vs DC), remove disease, (touch, caster level check vs DC),remove fear (touch, close, 3 creatures all within 30ft,+4 vs fear, auto suppresses),

3/day-Cure Serious Wounds, (3d8+10)Holy Word (DC 23, 40ft R spread, non-good only, level dependent

blind/deaf/paralyze), Mirror Image (1d4+3 images, 10 mins)

1/day-Heal, (touch, 100hp and wipes afflictions),Hold Monster (DC 21, med, 10rds),

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Holy Aura (DC 24, 20ft R burst, 8 rds, +4 AC, +4 saves, SR25 vs evil, prot mental influence as prot evil, if melee attack vs you hits-Blinded)

STATS Str 25, Dex 23, Con 22, Int 23, Wis 22, Cha 23 - Base Atk +14; CMB 19; CMD 37

Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness

Skills Diplomacy +23, Fly +27, Intimidate +23, Knowledge (planes) +23, Knowledge (religion) +23, Perception +33, Sense Motive +27, Stealth +23, Survival +23, Swim +24, Bluff +10, Craft +10 Racial Modifiers +4 Perception

Languages Celestial, Draconic, Infernal; truespeech

TACTICS

During Combat o The monadic deva stays between the entrance and its opponents, only moving

toward its enemies if they attack at range. o The deva uses its dispel magic spell-like ability against a weapon or spell that is

capable of overcoming its damage reduction.o It uses hold monster to keep intruders from getting past it.

Morale The deva concedes the fight if brought below 25 hit points, and surrenders its mace to the victors.

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3 7–8 Greater Shadow CR 8This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.

CE Medium undead (incorporeal)Init +5; Senses darkvision 60 ft.; Perception +13 DEFENSE mobility (+4 AC vs AoO when moving)

AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)HP 58 (9d8+18)Fort +5 (immune), Ref +8, Will +7 Channel Res+2Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

OFFENSE flyby attackSpeed fly 40 ft. (good)Melee incorporeal touch +11 (1d8 Strength dmg)Space 5 ft., Reach 5 ft.Special Attacks create spawn (as per shadow), strength damage

STATS Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15 - Base Atk +6; CMB 11; CMD 24

Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)

Skills Fly +15, Perception +13, Stealth +20 Racial Modifiers +4 Stealth in dim light (-4 in bright light)

Incorporeal: It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water affects incorporeal Undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

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3 10–11 Bhuta CR 11This ghostly apparition floats in the air on backward-facing feet. Its hands end in sharp talons, and its eyes glow with blue fire.

NE Medium undead (incorporeal)Init +7; Senses darkvision 60 ft., scent; Perception +13

DEFENSE mobility AC 25, touch 25, flat-footed 17 (+7 deflection, +7 Dex, +1 dodge, +0 natural)HP 147 (14d8+84)Fort +10 (immune), Ref +11, Will +10 channel res +4Defensive Abilities incorporeal, channel resistance +4; Immune undead traits; Weaknesses cold iron

OFFENSE flyby attack, lunge (increase reach to 10ft for -2 AC until next round)Speed fly 30 ft. (perfect)Melee 2 incorporeal claws +17 (5d8 plus bleed)Space 5 ft., Reach 5 ft.Special Attacks bleed (1d8), blood drain (1d6 Constitution dmg)Spell-Like Abilities (CL 11; concentration +17) 3/day-Charm Animal (DC 17) 1/day-Magic Jar (animals only, DC 21)

STATS Str -, Dex 25, Con -, Int 11, Wis 8, Cha 22 - Base Atk +10; CMB 17; CMD 35

Feats Animal Affinity, Dodge, Flyby Attack, Iron Will, Lunge, Mobility, Stealthy

Skills Bluff +16, Escape Artist +9, Fly +15, Handle Animal +14, Knowledge (nature) +8, Perception +13, Ride +9, Sense Motive +13, Stealth +24

Languages Common

Incorporeal: It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water affects incorporeal Undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

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5 7–8 (no undead mastery/-) Emketta CR 10 Female human graveknight fighter 9 (Pathfinder RPG Bestiary 3 138) LE Medium undead

Init +5; Senses darkvision 60 ft.; Perception +20 Aura sacrilegious aura (30 ft. R emanation, DC 18)

Sacrilegious Aura (Su): 30 ft. aura of desecrate with the armor functioning as an altar (undead get +2 to hit, damage, saves, +2 hp/HD; +6 to channel neg energy DCs) – already included. Any healing, channel positive or lay on hands forces a DC18 concentration check.

DEFENSE potion of inflict serious wounds, combat expertise (-3 atk, +3AC), mounted combat (ride vs attack roll to negate hit to mount)Deflect arrows with hand freeAC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +4 natural) hp 126 (9d10+72]) Fort +12 (immune), Ref +6, Will +8; +2 vs. fear Defensive Abilities bravery +2, channel resistance +4, rejuvenation; DR 10/magic; Immune cold, electricity, fire, undead traits; SR 21

OFFENSE (2AoO), ride by attack, +1 higher ground if target is not largeSpeed 30 ft., mounted 80 ft. Melee mwk lance +20/+15 (1d8+13/×3 plus 2d6 fire) [spirited charge *3] or

1H mwk longsword +21/+16 (1d8+11/19–20 plus 2d6 fire) or 2H mwk longsword +21/+16 (1d8+14/19–20 plus 2d6 fire) or slam +18 (1d4+12) Devastating blast (3/day, 30ft cone, 6d6 fire, reflex half)Disarm std (weapon knocked 15ft away)

ImmediateStep up 10ft (no loss of 5ft step) and strike

Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks channel destruction, devastating blast (6d6 fire, DC 18), undead mastery (DC 18), weapon training (heavy blades +2, spears +1) Mounted combat fails on a 1 to control the mount as a move action – cannot charge

TACTICS Before Combat Emketta keeps her phantom mount summoned and patrols the room.

During Combat Emketta couches her lance and uses Spirited Charge.o If facing attacks from ranged weapons, she uses Deflect Arrows and Greater

Disarm.o She attempts to protect her mount with her Mounted Combat feat, but if it is

destroyed, she fights with her longsword and uses Step Up and Strike against fleeing foes.

o Emketta pursues combatants until they exit the sacred site.

Morale Emketta is dedicated to guarding the temple and fights until destroyed.

STATS Str 24, Dex 12, Con —, Int 13, Wis 17, Cha 18

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Base Atk +9; CMB +16 (+20 disarm); CMD 27 (29 vs. disarm)

Feats Combat Expertise, Combat Reflexes, Deflect Arrows (hand free, 1 per round), Greater Disarm, Following Step, Improved Disarm, Improved InitiativeB, Improved Unarmed Strike, Mounted CombatB, Ride-By AttackB, Spirited Charge, Step Up, Step Up and Strike, ToughnessB

Skills Acrobatics +7, Intimidate +12, Perception +20, Ride +18; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride

Languages Common, Giant, Thassilonian

SQ armor training 2, phantom mount, ruinous revivification

Combat Gear potion of inflict serious wounds; Other Gear mwk full plate, mwk lance, mwk longsword

Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.

Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.

Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours.

Mounted combat:once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Graveknight armor has hardness 10 and 45 hit points

Phantom Steed: AC18, 16HP, Move 80ft, Water walk

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5 10–11 (no undead mastery/-) Emketta CR 13Female human graveknight fighter 12 (Pathfinder RPG Bestiary 3 138) LE Medium undead

Init +5; Senses darkvision 60 ft.; Perception +24 Aura sacrilegious aura (30 ft., DC 20)

Sacrilegious Aura (Su): 30 ft. aura of desecrate with the armor functioning as an altar (undead get +2 to hit, damage, saves, +2 hp/HD; +6 to channel neg energy DCs) – already included. Any healing, channel positive or lay on hands forces a DC20 concentration check.

DEFENSE combat expertise (-4 atk, +4 AC), deflect arrows 1/round if free handpotion inflict serious wounds

AC 27, touch 12, flat-footed 26 (+10 armor, +1 deflection, +1 Dex, +5 natural) hp 160/166 (12d10+96)Fort +15(immune), Ref +8, Will +11; +3 vs. fear Defensive Abilities bravery +3, channel resistance +4, rejuvenation; DR 10/magic; Immune cold, electricity, fire, undead traits; SR 24

OFFENSE 2 AoO, ride-by-attackSpeed 30 ft., mounted 100 ft. Melee +1 lance +23/+18/+13 (1d8+14/×3 plus 3d6 fire), [Spirited charge *3]

1H +1 longsword +24/+19/+14 (1d8+12/19–20 plus 3d6 fire), 2H +1 longsword +24/+19/+14 (1d8+15/19–20 plus 3d6 fire), slam +21 (1d4+12) Disarm std (weapon knocked 15ft)devastating blast (3/DAY, 8d6 fire, 30ft cone, DC 20)+4 for casters to cast defensively if I am threatening,

immediatestep up and strike (10ft and no loss of next 5ft step)threatened enemy fails to cast defensively get AoOthreatened enemy teleporting take AoO

Mounted combat fails on a 1 to control the mount as a move action – cannot charge

Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks channel destruction, devastating blast (8d6 fire, DC 20), undead mastery (DC 20), weapon training (heavy blades +2, spears +1)

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TACTICS Before Combat Emketta keeps her phantom mount summoned and patrols the room.

During Combat Emketta couches her lance and uses Spirited Charge.o If facing attacks from ranged weapons, she uses Deflect Arrows and Greater

Disarm.o She attempts to protect her mount with her Mounted Combat feat, but if it is

destroyed, she fights with her longsword and uses Step Up and Strike against fleeing foes.

o Emketta pursues combatants until they exit the sacred site.

Morale Emketta is dedicated to guarding the temple and fights until destroyed.

STATS Str 24, Dex 12, Con —, Int 13, Wis 19, Cha 18 Base Atk +12; CMB +19 (+23 disarm); CMD 31 (33 vs. disarm)

Feats Combat Expertise, Combat Reflexes, Deflect Arrows, Disruptive, Following StepAPG, Greater Disarm, Improved Disarm, Improved InitiativeB, Improved Unarmed Strike, Mounted CombatB, Ride-By AttackB, Spellbreaker, Spirited Charge, Step Up, Step Up and StrikeAPG, Teleport TacticianAPG, ToughnessB

Skills Acrobatics +11, Intimidate +12, Perception +24, Ride +22; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride

Languages Common, Giant, Thassilonian

SQ armor training 3, phantom mount, ruinous revivification

Combat Gear potion of inflict serious wounds; Other Gear +1 full plate, +1 lance, +1 longsword, amulet of natural armor +1, cloak of resistance +1, ring of protection +1

Mounted combat:once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

+1 Graveknight armor has hardness 12 and 55 hit points

Phantom Steed: AC18, 19HP, Move 100ft, Water walk, air walk 1/round

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6 7-8 Naroth Balam CR 9Male middle-aged human Thassilonian conjurer 10 (Inner Sea Magic 17) NE Medium humanoid (human) Init +6; Senses darkvision 60 ft., see invisibility; Perception +12

DEFENSE AC 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +1 natural, +4 shield vs MM) hp 107 (10d6+70) Fort +7, Ref +4, Will +9 Defensive Abilities prot energy (fire, 120 points); DR 10/adamantine (100 points)

OFFENSE Speed 30 ft., fly 60 ft. (good) Melee quarterstaff +4 (1d6–1) Ranged ray +7 ranged touch SpellBonded item spell

Arcane School Spell-Like Abilities (CL 10th; concentration +15/+19) At will—dimensional steps (300 feet/day) 8/day—acid dart (1d6+5 acid, 30ft, RTA+6) + PBS

Thassilonian Conjurer Spells Prepared (CL 10th; concentration +15/+19) 5th—acidic sprayUM (DC 21 R half, 60ft line, 10d6, 5d6 next round), quickened grease (2,

DC18, close), telepathic bond, quickened true strike

4th—enervation (RTA, close, 1d4 neg levels), lesser age resistanceUM, solid fog (halves movement, no 5ft step, -2 melee atk/dmg), stoneskin, augmented summon monster IV (2)

3rd—dispel magic (caster level check vs DC), fly, protection from energy, ray of exhaustion (DC 18, RTA, close, exhausted/fatigued), stinking cloud (2, DC 18, medium, 20ft spread, nauseated, 1d4+1 after leaves, 10 rds)

2nd—acid arrow (2, long, RTA, 2d4 acid, 4 rds), bear’s endurance, darkvision, false life, see invisibility, stilled grease (DC 18, close)

1st—anticipate perilUM (DC 16, self, +5 initiative - included), corrosive touchUM (2, touch, 5d4 acid, SR), grease (DC18, close), mage armor, ray of enfeeblement (2, DC 16, close, 1d6+5 str penalty, 10 rds), shield

0 (at will)—detect magic, mage hand, read magic, touch of fatigue (DC 15)

Prohibited Schools evocation, illusion

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TACTICS Before Combat Before entering the shrine, Naroth casts darkvision, false life, lesser age

resistance, and mage armor. He also casts telepathic bond on one of the Shoanti in area 2.

o Once the Shoanti informs him that the intruders are headed his way, he casts anticipate peril, bear’s endurance, fly, protection from energy, see invisibility, shield, and stoneskin.

During Combat Naroth begins combat by casting quickened grease on a PC’s weapon, followed by solid fog on himself, then moves a few squares into the fog and summons allies to fight for him.

o If he’s no longer inside the fog, Naroth casts quickened true strike followed by enervation. If grappled, he casts stilled grease on his clothing.

Base Statistics Without the spells listed above, Naroth’s statistics are Init +1; Senses Perception +12; AC 15, touch 14, flat-footed 14; hp 77; Fort +4, Ref +3; Defensive Abilities none; DR none; Speed 30 ft.; Melee quarterstaff +3 (1d6–2); Ranged ray +6; Str 7, Dex 11, Con 13; CMB +3; CMD 13.

STATS Str 8, Dex 12, Con 18, Int 20, Wis 14, Cha 11 - Base Atk +5; CMB +4; CMD 15

Feats Augment Summoning, Combat Casting, Point-Blank Shot, Precise Shot, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Still Spell, Toughness, Weapon Focus (ray)

Skills Fly +18, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +12, Sense Motive +12, Spellcraft +18

Languages Celestial, Common, Draconic, Infernal, Thassilonian, Varisian

SQ arcane bond (ring), summoner’s charm (5 rounds)

Gear quarterstaff, amulet of natural armor +1, ocher rhomboid ioun stone, cultist letter, silver Aspis Consortium badge, spellbooks (containing all prepared spells plus charm person, contact other plane, glitterdust, locate object, major creation, nondetection, and phantom steed)

Spellbooks (2)

5th—acidic spray, telepathic bond, contact other plane, major creation4th—enervation, lesser age resistance, solid fog, stoneskin, summon monster IV 3rd—dispel magic, fly, nondetection, phantom steed, protection from energy, ray of exhaustion,

stinking cloud 2nd—acid arrow, bear’s endurance, darkvision, false life, locate object, see invisibility,

glitterdust, 1st—anticipate peril, corrosive touch, grease, mage armor, ray of enfeeblement, shield , charm person, 0 (at will)—detect magic, mage hand, read magic, touch of fatigue

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6 10-11 Naroth Balam CR 12Male middle-aged human Thassilonian conjurer 13 (Inner Sea Magic 17) NE Medium humanoid (human) Init +6; Senses darkvision 60 ft., see invisibility; Perception +15

DEFENSE spell turning (1d4+6 spell levels)AC 22*, touch 12, flat-footed 20 (+4 armor, +1 Dex, +1 dodge, +2 natural, +4 shield vs MM) hp 136 (13d6+88) Fort +8, Ref +5, Will +10 Defensive Abilities protection from energy (fire, 120 points), spell turning (1d4+6 levels); DR 10/adamantine (130 points); Immune detect thoughts, discern lies, detect alignment

OFFENSE Speed 30 ft., fly 60 ft. (good) Melee quarterstaff +5/+0 (1d6–1) Ranged ray +8 (ranged touch), precise shot, Point blank shot +1/+1 30ftSpellBonded item spell

Arcane School Spell-Like Abilities (CL 13th; concentration +18/+22) At will—dimensional steps (390 feet/day) 8/day—acid dart (1d6+6 acid, RTA+7, 30ft) + PBS

Thassilonian Conjurer Spells Prepared (CL 13th; concentration +18/+22) 7th—caustic eruptionUM (2, DC 24 halves, 30ft acid burst centred on you, 13d6, no SR, failed

save take 6d6 each of next 2 rds), spell turning (turns back on caster 1d4+6 spell levels total, partial turn if not enough left)

6th—quickened acid arrow (2, long, RTA, 2d4 acid, 5 rds), disintegrate (RTA, SR, DC 21, 26d6, or 5d6 on save), true seeing (13 minutes)

5th—quickened grease (2, close, DC18 ref), quickened true strike (3), telepathic bond

4th—enervation (2, RTA, close, 1d4 neg levels), lesser age resistanceUM, solid fog (halves movement, no 5ft step, -2 melee atk/dmg), stoneskin, summon monster IV (2)

3rd—crushing despair (DC 18W, 30ft cone, 13 minutes, -2 atk/dmg/sav/skills/ability checks), dispel magic (caster level check vs DC), fly, protection from energy, ray of exhaustion (DC 18, RTA, close, exhausted/fatigued), stinking cloud (2, DC 19, medium, 20ft spread, nauseated, 1d4+1 after leaves, 13 rds)

2nd—acid arrow (2, long, RTA, 2d4 acid, 5 rds), bear’s endurance, darkvision, false life, see invisibility, stilled grease (DC18, close)

1st—anticipate perilUM (DC 16), corrosive touchUM (2, touch, 5d4 acid, SR), grease (DC18, close), mage armor, ray of enfeeblement (2, DC 16, close, 1d6+5 str penalty, 13 rds), shield

0 (at will)—detect magic, mage hand, read magic, touch of fatigue (DC 15)

Prohibited Schools evocation, illusion

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TACTICS Before Combat Before entering the shrine, Naroth casts darkvision, false life, lesser age

resistance, and mage armor. He also casts telepathic bond on one of the Shoanti in area 2. o Once the Shoanti informs him that the intruders are headed his way, he casts

anticipate peril, bear’s endurance, fly, protection from energy, see invisibility, shield, spell turning, and stoneskin.

During Combat Naroth begins combat by casting quickened acid arrow at a PC, followed by solid fog on himself, then moves a few squares into the fog and summons allies to fight for him.

o If he’s no longer inside the fog, Naroth casts quickened true strike followed by disintegrate or enervation. If grappled, he casts stilled grease on his clothing.

Base Statistics Without the spells listed above, Naroth’s statistics are Init +1; Senses Perception +12; AC 14, touch 12, flat-footed 13; hp 87; Fort +5, Ref +4; Defensive Abilities none; DR none; Speed 30 ft.; Melee quarterstaff +4/–1 (1d6–2); Ranged ray +7;

Str 7, Dex 12, Con 13; CMB +4; CMD 15.

STATS Str 8, Dex 13, Con 18, Int 20, Wis 14, Cha 11 - Base Atk +6; CMB +5; CMD 17

Feats Augment Summoning (+4 str and con), Combat Casting, DodgeB, Greater Spell Focus (conjuration), Point-Blank Shot, Precise Shot, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Still Spell, Toughness, Weapon Focus (ray)

Skills Fly +21, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +15, Sense Motive +15, Spellcraft +21

Languages Celestial, Common, Draconic, Infernal, Thassilonian, Varisian

SQ arcane bond (ring), summoner’s charm (6 rounds)

Other Gear quarterstaff, amulet of natural armor +2, ocher rhomboid ioun stone, ring of mind shielding (immune to detect thoughts, discern lies and alignment), cultist letter, silver Aspis Consortium badge,

Spellbooks (2)7th—caustic eruption, spell turning, summon monster 7, waves of exhaustion(60ft cone, no

save exhausted, SR)6th—disintegrate, true seeing, acid fog (as fog cloud + 2d6 acid, no save, no sr), planar binding5th—telepathic bond, teleport, contact other plane, major creation4th—enervation, lesser age resistance, solid fog, stoneskin, summon monster IV 3rd—crushing despair, dispel magic, fly, protection from energy, ray of exhaustion, stinking

cloud, phantom steed, nondetection2nd—acid arrow, bear’s endurance, darkvision, false life, locate object, see invisibility,

glitterdust 1st—anticipate peril, corrosive touch, grease, mage armor, ray of enfeeblement, shield, charm

person0 all non-opposition

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6 7–8 (1/2) 10-11 (2/6) Sloth Sinspawn Cultist CR 7Slothspawn fighter 6 (Pathfinder RPG Bestiary 2 246) LE Medium aberration Init +6; Senses darkvision 60 ft., sin-scent; Perception +15

DEFENSE Stand Still (stop enemy moving for rest of their turn when taking AoO CMB)AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +3 natural) hp 88 each (9 HD; 3d8+6d10+42) Fort +9, Ref +5, Will +8; +2 vs. fear Defensive Abilities bravery +2; Immune mind-affecting effects; SR 18

OFFENSE 3 AoO, Speed 30 ft. Melee mwk longspear +15 (1d8+9/×3), bite +8 (1d6+2 plus sinful bite) or

bite +13 (1d6+4 plus sinful bite), 2 claws +12 (1d4+4)

Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks weapon training (spears +1)

TACTICS Before Combat The sinspawn arrange themselves to threaten as much of the hallway

between the door and Naroth as possible. During Combat The sinspawn attack with their longspear-and-bite attack as often as they

can. They move as little as they can, being slothful creatures, and try to use Stand Still to make their enemies stay put too.

Morale The fanatical cultists fight until slain.

STATISTICS Str 18, Dex 15, Con 16, Int 10, Wis 17, Cha 10 Base Atk +8; CMB +12; CMD 25

Feats Combat Reflexes, Dodge, Improved Initiative, Improved Natural Armor, Stand Still, Toughness, Weapon Focus (longspear), Weapon Focus (bite), Weapon Specialization (longspear)

Skills Intimidate +7, Knowledge (religion) +9, Linguistics +2, Perception +15

Languages Aklo, Common, Thassilonian

SQ armor training 1, martial proficiency

Gear chainmail, mwk longspear

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Trap of Fortune and Ruin (Subtier 7-8)1. Envy – Spell Resistance – Target gains SR 232. Sloth – Heal – Gain 110 HP, end any of the following: ability damage, blinded, confused, dazed,

dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned

3. Lust – Greater Heroism – +4 morale bonus on attack rolls, saves, skill checks, immune to fear, 11 temps for 11 minutes

4. Wrath – Flame Strike – 11d6 damage, ½ fire ½ divine. DC17 REF for half5. Pride – Heightened Phantasmal Killer – DC 22 WILL to disbelieve the killer. Fail and DC 22 FORT to

resist it. Pass for 3d6 damage. Fail and die. [emotion, fear, mind-affecting]6. Gluttony – Mass Inflict Critical Wounds – 4d8+15 negative energy damage, WILL DC22 for half7. Greed – Extended Transformation - +4 enhancement to STR, DEX, CON, +4 nat armor, +5 compet-

ence to FORT. Proficiency with all simple & martial weapons. BAB = character level. You can no longer cast spells, use spell trigger or completion items. Lasts for 26 rounds.

8. Nothing happens – Can try again later

Trap of Fortune and Ruin (Subtier 10-11)1. Envy – Spell Resistance – Target gains SR 232. Sloth – Heal – Gain 110 HP, end any of the following: ability damage, blinded, confused, dazed,

dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned

3. Lust – Greater Heroism – +4 morale bonus on attack rolls, saves, skill checks, immune to fear, 11 temps for 11 minutes

4. Wrath – Empowered Flame Strike – 11d6+50% damage, ½ fire ½ divine. DC17 REF for half5. Pride – Weird – DC 23 WILL to disbelieve the killer. Fail and DC 23 FORT to resist it. Pass for 3d6

damage, stunned for 1 round and 1d4 STR damage. Fail and die. [emotion, fear, mind-affecting]6. Gluttony – Harm – 110 negative energy damage, WILL DC19 for half7. Greed – Extended Transformation - +4 enhancement to STR, DEX, CON, +4 nat armor, +5 compet-

ence to FORT. Proficiency with all simple & martial weapons. BAB = character level. You can no longer cast spells, use spell trigger or completion items. Lasts for 26 rounds.

8. Nothing happens – Can try again later

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Summon Monster 4 - Augmented Fiendish Bison CR5This creature has small, upward-pointing horns, a shaggy coat of fur, and a large hump on its shoulders.

Bison are large herd animals. They can grow as long as 12 feet and as tall as 7 feet at the shoul-der. Average bison weigh 2,200 pounds.

N Large animal Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +8 DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)HP 52 (5d8+30)Fort +10, Ref +4, Will +1DR 5/good; SR 10; Resist acid 10, cold 10, electricity 10

OFFENSE POWER ATTACK -1/+2, Smite good -3/+5Speed 40 ft.Melee gore +12 (2d6+15)Improved Bull Rush std CMB (5ft+5ft per+5)Trample as part of move smaller creatures only (2d6+15, DC 22 to halve damage OR make an AoO at -4)

Space 10 ft., Reach 5 ft.Special Attacks stampede (see aurochs), trample (2d6+15, DC 22), smite good (1/day)

STATISTICSStr 31, Dex 10, Con 23, Int 2, Wis 11, Cha 4Base Atk +3; CMB 12; CMD 24 (28 vs. trip)Feats Endurance, Improved Bull Rush, Power AttackSkills Perception +8

Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun com-bat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target crea-ture.

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Summon Monster 7 (1d3 SM6) - Augmented Fiendish Dire Tiger CR9

This large tiger grumbles a warning as it crouches. Two saberlike fangs jut downward from its powerful jaws.

Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature's mouth is shut. These immense hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds.

N Large animal Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12 DEFENSE

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)HP 133 (14d8+70)Fort +14, Ref +11, Will +5DR 10/good; SR 14; Resist acid 15, cold 15, electricity 15

OFFENSE power attack -3/+6, smite good +0/+14Speed 40 ft.Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19-20 plus grab)Space 10 ft., Reach 5 ft.Special Attacks pounce, rake (2 claws +18, 2d4+8), smite good (1/day)

STATISTICSStr 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10Base Atk +10; CMB +21 (+23 grapple); CMD 33 (37 vs. trip)

Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)Skills Acrobatics +6, Perception +12, Stealth +15, Swim +15 Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.

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7-8 Naroth Balam Spellbooks (2) 5th—acidic spray, contact other plane, major creation, telepathic bond

4th—enervation, lesser age resistance, solid fog, stoneskin, summon monster IV

3rd—dispel magic, fly, nondetection, phantom steed, protection from energy, ray of exhaustion, stinking cloud

2nd—acid arrow, bear’s endurance, darkvision, false life, glitterdust, locate object, see invisibility

1st—anticipate peril, charm person, corrosive touch, grease, mage armor, ray of enfeeblement, shield

0 all non-opposition (evocation, illusion)

10-11 Naroth Balam Spellbooks (2) 7th—caustic eruption, spell turning, summon monster 7, waves of exhaustion

6th— acid fog, disintegrate, planar binding, true seeing,

5th— contact other plane, major creation, telepathic bond, teleport

4th—enervation, lesser age resistance, solid fog, stoneskin, summon monster IV

3rd—crushing despair, dispel magic, fly, nondetection, phantom steed, protection from energy, ray of exhaustion, stinking cloud

2nd—acid arrow, bear’s endurance, darkvision, false life, glitterdust, locate object, see invisibility

1st—anticipate peril, charm person, corrosive touch, grease, mage armor, ray of enfeeblement, shield

0 all non-opposition (evocation, illusion)

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